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Grasshopper's G40 Tournament Rules




    Once a victory objective has been achieved, a victory token will be awarded, the side with the most victory tokens at the end of a full game day is the winner. Victory tokens are awarded immediately upon completion regardless of when, or how the objective was achieved. Victory tokens may never be awarded twice for the same objective, and they may never be taken away once earned. It does not matter which round the game ends, as long as the last game round was completed.

    Here is a list of all victory objectives for each side…

    Axis Powers

    London -The Axis control London
    (FOW) *The nation that takes control
    Moscow -The Axis control Moscow
    (FOW) *The nation that takes control
    -The Axis control Sydney
    (FOW) *The nation that takes control
    -The Axis control Shanghai, Hong Kong, Malaya, and Calcutta
    (FOW) *Japan

    -The Axis control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.
    (FOW) *The nation that controls the most
    -The Axis control 7 victory cities on the Europe map
    _(FOW) *The nation that controls the most

    -The Axis control 14 of the 16 Pacific Islands originally controlled by America and Japan
    (FOW) *Japan

    -There are no American Capital ships on the board
    (FOW) *Japan

    -All 3 Axis powers have a combined total of 142 IPCs on the income tracker (NOs not included)
    (FOW) *The nation that is earning the most

    Allied Powers

    -The Allies control Berlin
    (FOW) *The nation that takes control
    -The Allies control Tokyo
    (FOW) *The nation that takes control
    -The Allies control Rome
    (FOW) *The nation that takes control

    -The Allies control all territories connecting the Burma road as well as Hong Kong and Shanghai
    (FOW) *The United Kingdom

    Africa -The Allies control all non-neutral territories on the continent of Africa
    (FOW) *The nation that controls the most
    -The Soviet Union controls 6 original Axis territories
    (FOW) *The Soviet Union
    -The Allies control 14 of the 16 Pacific Islands originally controlled by America and Japan
    (FOW) *The United States

    -There are no Japanese Capital ships on the board
    (FOW) *The United States

    -The Allies have liberated Paris
    (FOW) *The nation that liberates it


    Research rolls are no longer used to develop breakthroughs, instead, a system called “Fortunes of War” will award nations a free development roll each time a victory objective has been achieved. Once a victory token is gained, the nation with the corresponding (*) instructions listed with each objective will choose a breakthrough chart, and make a free “Fortunes of War” roll. The resulting breakthrough from this roll will take effect immediately once their turn has completely ended. Any breakthroughs gained by the UK regardless of which side of the map a token was achieved will affect all UK purchases and all UK units on the board.

    Modifications to oob breakthroughs are in red italics, Paratroopers have been replaced with Super Carrier Decks, and breakthroughs among the 2 charts have been re-positioned for balance.

    Breakthrough Chart #1

    Heavy Artillery
    All artillery now support up to 2 attacking infantry and/or mech infantry each

    Each operational airbase may launch a rocket at an enemy facility up to 4 spaces away, roll 2 dice per rocket and apply the highest result for damage.

    Jet Fighters
    All fighters now attack at 4 or less, and defend at 2 or less when escorting or intercepting.

    Long-Range Aircraft
    Maximum movement range for all air units is now increased by 1.

    War Bonds
    During the collect income phase, roll 2 dice and collect IPCs in the amount shown on the highest roll. (For UK war bonds, Calcutta will gain IPCs from the lowest roll, London will gain IPCs from the highest roll).

    Blitz Tactics
    Mech infantry now attack at 2 or less if paired with a tank as well as artillery, they may blitz without tanks, and they may tow 1 artillery unit each during the non-combat movement phase.

    Breakthrough Chart #2

    Super Submarines
    All submarines now attack at 3 or less.

    Anti-Aircraft Radar
    All anti-aircraft fire from AA artillery, or AA guns built into facilities now defend at 2 or less.

    Improved Shipyards
    Battleships, Aircraft Carriers, and Cruisers are now 3 IPCs cheaper, and Destroyers, Submarines, and transports are now 1 IPC cheaper.

    Mass Production
    The mobilization capacity of all production facilities has been increased by 2. Also, you may remove 2 damage markers for the price of 1.

    Super Carrier Decks
    All aircraft carriers may now carry up to 3 fighters and/or tactical bombers each.

    Heavy Bombers
    When attacking during a battle or a SBR, roll 2 dice for each strategic bomber and select the best result.



    Germany (in addition to all original NOs)
    -5 IPCs if an Axis power controls London

    Japan (in addition to all original NOs)
    -5 IPCs if Japan controls all original Chinese territories

    Soviet Union (2 NOs which will replace the original National Prestige NO)
    -5 IPCs if there are no Axis warships in sea zone #125, and the Allies control Archangel as well as London
    -5 IPCs if there are no Allied units on any original Russian territories

    United States (in addition to all original NOs)
    -5 IPCs if the United States are at war with the Axis powers

    United Kingdom
    -2 IPC’s if there are no Axis warships in all sea zones from 101 to 111
    -2 IPC’s if there are no Axis warships in all sea zones from 116 to 124

    ANZAC (in addition to all original NOs)
    -3 IPCs if the Allies control Cairo (when at war with Germany and Italy)


    Each player must use the designated Stage Cards during their turn sequence in order to announce which phase they are conducting at any given time. Players entering a turn sequence must first place their Stage #1 card in front of them, they will than place their Mobilization Card to the right of their Stage #1 card.

    Once a player has conducted their chosen steps in Stage #1 (including the purchasing of new units which must be placed on the mobilization card), that player will then flip the Stage #1 card and enter Stage #2. Once the Stage #2 card has been revealed, any actions or decisions required during Stage #1 may not be conducted.

    New units from the mobilization card are placed on the board as per the last step of Stage #2, at which point the mobilization card is flipped and placed over the Stage #2 card revealing that the player has now entered Stage #3. In Stage #3 players must collect income, have convoys disrupted, and roll for any developments gained during this turn._



  • A question about which 16 islands are included for the pacific victory objective.
    any UK /Anzac?

  • @ampdrive:

    A question about which 16 islands are included for the pacific victory objective.
    any UK /Anzac?

    All Islands that have either a USA roundel (control marker printed on the map) or a Japanese roundel (Japan itself is not classified as an Island in G40 rules)… that adds up to 16 total, hope that helps.

  • Are you still using your house rule to balance the Strategic Bombing raids? If I remember correctly, a strategic bomber only adds 2 to its dice roll if it leaves from an operational airbase and is not met with interceptors. Is this correct?

  • These rules are great! Thank you for developing these rules and sharing them. I printed out a copy and will be trying this ruleset out in my next G40 game. I found a few minor typos:

    “will effect all UK purchases” should say “will affect all UK purchases”

    “All ainti-aircraft fire” should say “All anti-aircraft fire”

    I’m enjoying all the content you produce, YG. Much appreciated!

  • @655321

    Thank you, corrections have been made.

  • @DCWhat
    I like that addition a lot, however… I dropped it to keep the additions clean and simple.

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